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  1. In this work, we consider pathfinding on binary grids and on image representations of the digital elevation models. In the former case, the transition costs are known, while in latter scenario, …

  2. Our study provides valuable insights into selecting the appropriate heuristic search algorithm in the pathfinding domain. Using these insights, we propose a selection algorithm us d to …

  3. In cooperative pathfinding problems, non-interfering paths that bring each agent from its current state to its goal state must be planned for multiple agents. We present the first practical, …

  4. In this paper, it systematically reviews the entire process of using a navigation mesh to find an optimal path. First a general pathfinding solution is described. Then examples of using A* in a …

  5. In this work we introduce Weighted Jump Point Search (JPSW), a new type of pathfinding algorithm which breaks weighted grid symmetries by introducing a tiebreaking policy that al …

  6. A* algorithm is primary pathfinding tool Make world into a grid/navigation mesh Search for a path on associated graph Adjust heuristics for terrain, threats

  7. real-time pathfinding in video games. A detailed comparison with the state-of-the-art JPS-3D algorithm shows that our approach produces shorter path lengths whil being faster on long …